My mistake, I thought you were using one of these on the campaign map:That's actually the forest bandit hideout icon. Your ambush takes icon of the terrain you are sitting on ( desert bandit hideout mapicon for desert etc )
I should have looked closer.
Looks great.I created a really sloppy implementation of "ambush while marching" logic. Not exactly a sweet on transit like you want @Terco_Viejo but does the trick if you wait awhile to see enemy forms the marching order.
A hideout style scene with half a dozen troops would have been awful. I much prefer your full or strung out party ambushes.While implementing I realized that they left some code pieces for the previous ambush as well. Literally something called AmbushMissionController or something obviously similar.
It appears to be that they designed that one in a very static manner. It's heavily relying on the scene. But they have some interesting stuff, like ambushers are on the high-ground and throwing boulders ( or rolling boulders not clear ) to passing army. I think it's a static scene like bandit hideouts, where you can take only a portion of your units. And based on what they said in blogs ages ago, I think they had a design where chokeholds/ambush places are already preset in the campaign map which you could go and lay out and ambush.
I'd be interested to know, if your ambush mechanic and a potential extension of it to ai vs ai impacts campaign map performance. Given it's clearly fun, the only other reasonable objection would be re optimisation given Bannerlord's very low minimum pc spec and impending console port.I'm 99% sure that TW will choose to ignore this idea.
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